I am really dumb. The link you shared doesn't show any table like you describe, and no links to the other "parts" out of 13. Can you help me figure this out? The part I can see is pretty helpful!
calculuschild
Illustrator supports webp for a couple years now.
This is really helpful! Thank you so much for your time writing this all out!
This is some solid advice, thank you!
If single-point-of-engagement is a sign of a badly-written adventure, do you have any suggestions on how you might rework some of these encounters if you were writing your own adventure?
I have tried having the NPCs directly approach the player characters, but even that tends to feel like the players are just going through the motions. They know this must be important so they play along but I feel like it just turns into me giving info dump after info dump as each NPC appears, and it feels so contrived.
Thank you. Yeah, this is usually how I would approach it if it were a more open sandboxy gsme like my last campaign.
In this case however, the whole adventure doesn't hinge on this one conversation, but rather the adventure book assumes the players have hit certain story beats in a certain order and plans the narrstive accordingly. If they ignore the couple, then they miss out on receiving their quest to find their daughter or whatever, and arriving at the wolf den the body of the mangled girl has no meaning. If they don't talk to the paintbrush goblin, they don't learn about the pixies causing trouble for the goblin clan. Sometimes its critical to the main plot. Sometimes its just a side bonus reward or just a roleplaying opportunity to learn lore or information. The way the book lays it out it states explicitly: players must encounter these 3 points in order so the final encounter of this chapter makes sense.
Unfortunately asking the players what they want to do next session results in "we want to do what the book says to see what happens in the story!" And that tracks with our session 0. They want a linear story.
But I can only have my players walk past so many burned out villages before it gets awkward and I just say "look, guys you're supposed to go in and investigate."
I just have no idea how to balance this "on-rails" approach with actually inviting player intersction. Am I just describing scenery or am I hinting they should interact? Is this NPC plot-critical or just setting up some world building? When do the players know they got what they needed from the conversation or if this is just a random guy trying to sell them stuff?
"Living fuels" as opposed to fossil fuels?
Pretty recently.
When the majority of people I grew up respecting decided to use their religion as an excuse to participate in or support a terrorist attack, a lot of things started unraveling pretty quickly. Turns out none of them actually cared about what Jesus wanted, but rather what that news station said.
With so many of my old friends and church leaders telling me hate was the answer, the cognitive dissonance didn't have any ground to stand on anymore.
I can't tell, so I just assume everyone is always bored of me all the time.
These sales are for the original Ps5 model, right? Not the "slim"?
Is there any major reason to choose one over the other besides the size?
Well, I'm using GitHub. I don't know what to tell you.
Mmmmm.... SoakCenter.